/*
 * Copyright (c) Thorben Linneweber and others
 *
 * Permission is hereby granted, free of charge, to any person obtaining
 * a copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 */

using Jitter2.Collision.Shapes;
using Jitter2.LinearMath;

using SoftFloat;

namespace Jitter2.Collision
{
	
	/// <summary>
	/// Interface to facilitate the implementation of a generic filter. This filter can either exclude certain pairs of shapes or modify collision
	/// information subsequent to Jitter's execution of narrow phase collision detection between the shapes.
	/// </summary>
	public interface INarrowPhaseFilter
	{
	    /// <summary>
	    /// Invoked following the narrow phase of collision detection in Jitter. This allows for the modification of collision information.
	    /// Refer to the corresponding <see cref="NarrowPhase"/> methods for details on the parameters.
	    /// </summary>
	    /// <returns>False if the collision should be filtered out, true otherwise.</returns>
	    bool Filter(RigidBodyShape shapeA, RigidBodyShape shapeB,
	        ref NVector3 pointA, ref NVector3 pointB,
	        ref NVector3 normal, ref sfloat penetration);
	}
}
